2019-10-17 07:42:11 +00:00
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/*
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** glbackend.cpp
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**
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** OpenGL API abstraction
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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2019-10-04 21:29:00 +00:00
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#include <memory>
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2020-05-30 22:01:00 +00:00
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#include <assert.h>
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2019-10-06 17:32:35 +00:00
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#include "glbackend.h"
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2019-10-17 18:29:58 +00:00
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#include "textures.h"
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#include "palette.h"
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2019-11-09 13:05:52 +00:00
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#include "gamecontrol.h"
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2019-12-28 21:36:47 +00:00
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#include "v_2ddrawer.h"
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#include "v_video.h"
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2020-01-18 12:23:01 +00:00
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#include "flatvertices.h"
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2020-04-26 21:17:54 +00:00
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#include "build.h"
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2020-05-30 22:01:00 +00:00
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#include "v_draw.h"
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#include "v_font.h"
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2020-06-04 16:46:44 +00:00
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#include "hw_viewpointuniforms.h"
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2020-06-04 18:14:48 +00:00
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#include "hw_viewpointbuffer.h"
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2020-06-11 22:25:52 +00:00
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#include "hw_renderstate.h"
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2020-06-11 16:40:53 +00:00
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#include "hw_cvars.h"
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2020-08-28 07:06:49 +00:00
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#include "gamestruct.h"
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2021-04-02 16:20:07 +00:00
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#include "hw_models.h"
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2021-03-25 08:13:16 +00:00
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#include "gamefuncs.h"
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2021-04-11 06:40:18 +00:00
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#include "gamehud.h"
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2019-10-04 21:29:00 +00:00
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2021-03-15 18:39:58 +00:00
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CVARD(Bool, hw_hightile, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable hightile texture rendering")
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bool hw_int_useindexedcolortextures;
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CUSTOM_CVARD(Bool, hw_useindexedcolortextures, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "enable/disable indexed color texture rendering")
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{
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if (screen) screen->SetTextureFilterMode();
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}
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2021-03-18 11:32:31 +00:00
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EXTERN_CVAR(Bool, gl_texture)
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2020-07-05 01:31:48 +00:00
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2020-06-04 16:46:44 +00:00
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static int BufferLock = 0;
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2020-04-28 20:55:37 +00:00
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2020-01-19 22:27:59 +00:00
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TArray<VSMatrix> matrixArray;
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2020-01-03 09:09:38 +00:00
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2019-09-16 17:35:04 +00:00
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GLInstance GLInterface;
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2019-10-06 19:15:53 +00:00
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GLInstance::GLInstance()
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{
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2020-01-19 13:08:48 +00:00
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VSMatrix mat(0);
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matrixArray.Push(mat);
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2019-10-06 19:15:53 +00:00
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}
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2019-11-07 19:31:16 +00:00
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void GLInstance::Init(int ydim)
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2019-09-16 20:56:48 +00:00
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{
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2019-10-05 10:28:08 +00:00
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new(&renderState) PolymostRenderState; // reset to defaults.
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}
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2020-01-18 21:41:08 +00:00
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void GLInstance::Draw(EDrawType type, size_t start, size_t count)
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{
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2020-06-04 16:46:44 +00:00
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assert (BufferLock > 0);
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2020-04-11 22:21:35 +00:00
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applyMapFog();
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2021-05-12 15:57:36 +00:00
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renderState.vindex = (int)start;
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renderState.vcount = (int)count;
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2020-01-18 21:41:08 +00:00
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renderState.primtype = type;
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rendercommands.Push(renderState);
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2020-04-11 22:21:35 +00:00
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clearMapFog();
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2020-01-18 21:41:08 +00:00
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renderState.StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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2020-01-18 12:23:01 +00:00
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}
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2020-01-18 21:41:08 +00:00
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void GLInstance::DoDraw()
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{
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2020-06-12 20:32:49 +00:00
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GLState lastState;
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if (rendercommands.Size() > 0)
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2020-06-11 16:40:53 +00:00
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{
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2021-12-03 17:05:54 +00:00
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if (!useMapFog) hw_int_useindexedcolortextures = hw_useindexedcolortextures;
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2020-11-10 15:22:02 +00:00
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2020-06-12 20:32:49 +00:00
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lastState.Flags = ~rendercommands[0].StateFlags; // Force ALL flags to be considered 'changed'.
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lastState.DepthFunc = INT_MIN; // Something totally invalid.
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2020-06-14 18:59:26 +00:00
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screen->RenderState()->EnableMultisampling(true);
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2021-03-01 19:48:03 +00:00
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auto& state = *screen->RenderState();
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2020-06-12 20:32:49 +00:00
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for (auto& rs : rendercommands)
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{
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2021-03-01 19:48:03 +00:00
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if (rs.Apply(state, lastState))
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{
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if (!rs.model)
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{
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state.Draw(rs.primtype, rs.vindex, rs.vcount);
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}
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else
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{
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2021-05-12 21:27:33 +00:00
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FHWModelRenderer mr(*screen->RenderState(), -1);
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2021-03-01 19:48:03 +00:00
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state.SetDepthFunc(DF_LEqual);
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state.EnableTexture(true);
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rs.model->BuildVertexBuffer(&mr);
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2021-04-02 16:20:07 +00:00
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mr.SetupFrame(rs.model, rs.mframes[0], rs.mframes[1], 0);
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2021-03-01 19:48:03 +00:00
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rs.model->RenderFrame(&mr, rs.mMaterial.mTexture, rs.mframes[0], rs.mframes[1], 0.f, rs.mMaterial.mTranslation);
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state.SetDepthFunc(DF_Less);
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state.SetVertexBuffer(screen->mVertexData);
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}
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}
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2020-06-12 20:32:49 +00:00
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}
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2021-04-20 14:58:18 +00:00
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state.SetNpotEmulation(0, 0); // make sure we do not leave this in an undefined state.
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2020-06-12 20:32:49 +00:00
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renderState.Apply(*screen->RenderState(), lastState); // apply any pending change before returning.
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rendercommands.Clear();
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2020-11-10 15:22:02 +00:00
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hw_int_useindexedcolortextures = false;
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2020-01-03 22:38:50 +00:00
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}
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2020-01-19 13:08:48 +00:00
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matrixArray.Resize(1);
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2019-09-16 17:35:04 +00:00
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}
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2019-09-16 20:56:48 +00:00
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2019-10-04 16:12:03 +00:00
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2020-01-19 13:08:48 +00:00
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int GLInstance::SetMatrix(int num, const VSMatrix *mat)
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2019-10-04 16:12:03 +00:00
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{
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2020-01-19 13:08:48 +00:00
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int r = renderState.matrixIndex[num];
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2020-01-03 22:38:50 +00:00
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renderState.matrixIndex[num] = matrixArray.Size();
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matrixArray.Push(*mat);
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2020-01-19 13:08:48 +00:00
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return r;
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2019-10-04 16:12:03 +00:00
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}
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2020-06-04 16:46:44 +00:00
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void GLInstance::SetIdentityMatrix(int num)
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{
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2020-06-12 20:32:49 +00:00
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renderState.matrixIndex[num] = -1;
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2020-06-04 16:46:44 +00:00
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}
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2019-10-07 20:11:09 +00:00
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void GLInstance::SetPalswap(int index)
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{
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2020-06-05 21:18:21 +00:00
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renderState.ShadeDiv = lookups.tables[index].ShadeFactor;
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2020-09-20 18:39:11 +00:00
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}
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void GLInstance::SetFade(int index)
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{
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2021-02-27 12:30:52 +00:00
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renderState.FogColor = lookups.getFade(index);
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2019-10-07 20:11:09 +00:00
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}
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2021-10-16 13:35:08 +00:00
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extern int globalpal;
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void GLInstance::SetShade(int32_t shade, int numshades)
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{
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// Ugh... This particular palette does not fade to black. Should be handled better.
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// It's really too bad that everything runs through here without being able to identify it anymore.
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renderState.drawblack = (!(g_gameType & GAMEFLAG_PSEXHUMED) || globalpal != 4) ? shade > numshades : false;
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2021-10-30 08:21:43 +00:00
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renderState.Shade = min(shade, numshades - 1);
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2021-10-16 13:35:08 +00:00
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}
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2021-01-27 22:52:40 +00:00
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bool PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
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2020-06-11 16:40:53 +00:00
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{
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2021-02-27 12:30:52 +00:00
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// Fog must be done before the texture so that the texture selector can override it.
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bool foggy = (GLInterface.useMapFog || (FogColor & 0xffffff));
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// Disable brightmaps if non-black fog is used.
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if (!(Flags & RF_FogDisabled) && ShadeDiv >= 1 / 1000.f && foggy)
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{
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state.EnableFog(1);
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float density = GLInterface.useMapFog ? 350.f : 350.f - Scale(numshades - Shade, 150, numshades);
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state.SetFog((GLInterface.useMapFog) ? PalEntry(0x999999) : FogColor, density);
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state.SetSoftLightLevel(255);
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state.SetLightParms(128.f, 1 / 1000.f);
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}
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else
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{
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state.EnableFog(0);
|
2021-03-17 23:28:38 +00:00
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state.SetFog(0, 0);
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2021-02-27 12:30:52 +00:00
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state.SetSoftLightLevel(ShadeDiv >= 1 / 1000.f ? 255 - Scale(Shade, 255, numshades) : 255);
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state.SetLightParms(VisFactor, ShadeDiv / (numshades - 2));
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}
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2020-06-11 16:40:53 +00:00
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if (Flags & RF_ColorOnly)
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{
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state.EnableTexture(false);
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}
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else
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{
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2021-01-27 22:52:40 +00:00
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if (!mMaterial.mTexture) return false; // Oh no! Something passed an invalid tile!
|
2020-07-05 01:31:48 +00:00
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state.EnableTexture(gl_texture);
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2020-11-10 08:08:48 +00:00
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state.SetMaterial(mMaterial.mTexture, mMaterial.uFlags, mMaterial.mScaleFlags, mMaterial.mClampMode, mMaterial.mTranslation, mMaterial.mOverrideShader);
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2020-06-11 16:40:53 +00:00
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}
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2021-04-01 17:09:08 +00:00
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if (!drawblack) state.SetColor(Color[0], Color[1], Color[2], Color[3]);
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else state.SetColor(0, 0, 0, Color[3]);
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2020-06-11 16:40:53 +00:00
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if (StateFlags != oldState.Flags)
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{
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state.EnableDepthTest(StateFlags & STF_DEPTHTEST);
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if ((StateFlags ^ oldState.Flags) & (STF_STENCILTEST | STF_STENCILWRITE))
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{
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if (StateFlags & STF_STENCILWRITE)
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{
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state.EnableStencil(true);
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state.SetEffect(EFF_STENCIL);
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state.SetStencil(0, SOP_Increment, SF_ColorMaskOff);
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}
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else if (StateFlags & STF_STENCILTEST)
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{
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state.EnableStencil(true);
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state.SetEffect(EFF_NONE);
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state.SetStencil(1, SOP_Keep, SF_DepthMaskOff);
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}
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else
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{
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state.EnableStencil(false);
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state.SetEffect(EFF_NONE);
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}
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}
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if ((StateFlags ^ oldState.Flags) & (STF_CULLCW | STF_CULLCCW))
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{
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int cull = Cull_None;
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if (StateFlags & STF_CULLCCW) cull = Cull_CCW;
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else if (StateFlags & STF_CULLCW) cull = Cull_CW;
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state.SetCulling(cull);
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}
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state.SetColorMask(StateFlags & STF_COLORMASK);
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state.SetDepthMask(StateFlags & STF_DEPTHMASK);
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if (StateFlags & (STF_CLEARCOLOR | STF_CLEARDEPTH))
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{
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int clear = 0;
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2020-06-12 18:31:23 +00:00
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if (StateFlags & STF_CLEARCOLOR) clear |= CT_Color;
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2020-06-11 16:40:53 +00:00
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if (StateFlags & STF_CLEARDEPTH) clear |= CT_Depth;
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state.Clear(clear);
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}
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if (StateFlags & STF_VIEWPORTSET)
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{
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state.SetViewport(vp_x, vp_y, vp_w, vp_h);
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}
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if (StateFlags & STF_SCISSORSET)
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{
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state.SetScissor(sc_x, sc_y, sc_w, sc_h);
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}
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state.SetDepthBias(mBias.mFactor, mBias.mUnits);
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StateFlags &= ~(STF_CLEARCOLOR | STF_CLEARDEPTH | STF_VIEWPORTSET | STF_SCISSORSET);
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oldState.Flags = StateFlags;
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}
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state.SetRenderStyle(Style);
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if (DepthFunc != oldState.DepthFunc)
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{
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state.SetDepthFunc(DepthFunc);
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oldState.DepthFunc = DepthFunc;
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}
|
2020-09-05 21:20:48 +00:00
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2020-06-11 21:55:23 +00:00
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state.SetTextureMode(TextureMode);
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2020-06-11 16:40:53 +00:00
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state.SetNpotEmulation(NPOTEmulation.Y, NPOTEmulation.X);
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state.AlphaFunc(Alpha_Greater, AlphaTest ? AlphaThreshold : -1.f);
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if (matrixIndex[Matrix_Model] != -1)
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{
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state.EnableModelMatrix(true);
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state.mModelMatrix = matrixArray[matrixIndex[Matrix_Model]];
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}
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else state.EnableModelMatrix(false);
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memset(matrixIndex, -1, sizeof(matrixIndex));
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2021-01-27 22:52:40 +00:00
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return true;
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2020-06-11 16:40:53 +00:00
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}
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|
2021-04-21 20:07:49 +00:00
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static void PM_DoWriteSavePic(FileWriter* file, ESSType ssformat, uint8_t* scr, int width, int height, bool upsidedown)
|
2020-06-11 16:40:53 +00:00
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|
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{
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int pixelsize = 3;
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int pitch = width * pixelsize;
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if (upsidedown)
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{
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scr += ((height - 1) * width * pixelsize);
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|
pitch *= -1;
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}
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M_CreatePNG(file, scr, nullptr, ssformat, width, height, pitch, vid_gamma);
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|
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}
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|
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|
2020-04-26 21:17:54 +00:00
|
|
|
//===========================================================================
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//
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// Render the view to a savegame picture
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//
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//===========================================================================
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|
2021-04-21 20:07:49 +00:00
|
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void PM_WriteSavePic(FileWriter* file, int width, int height)
|
2020-04-26 21:17:54 +00:00
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|
{
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IntRect bounds;
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bounds.left = 0;
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bounds.top = 0;
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bounds.width = width;
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bounds.height = height;
|
2020-06-11 16:40:53 +00:00
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|
auto& RenderState = *screen->RenderState();
|
2020-04-26 21:17:54 +00:00
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|
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// we must be sure the GPU finished reading from the buffer before we fill it with new data.
|
2020-06-11 22:25:52 +00:00
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screen->WaitForCommands(false);
|
2020-05-31 08:53:11 +00:00
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screen->mVertexData->Reset();
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2020-04-26 21:17:54 +00:00
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// Switch to render buffers dimensioned for the savepic
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2020-06-11 16:40:53 +00:00
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|
screen->SetSaveBuffers(true);
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2020-08-31 20:49:50 +00:00
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|
|
2020-06-11 16:40:53 +00:00
|
|
|
screen->ImageTransitionScene(true);
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|
|
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|
RenderState.SetVertexBuffer(screen->mVertexData);
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screen->mVertexData->Reset();
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|
//screen->mLights->Clear();
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|
screen->mViewpoints->Clear();
|
2020-04-26 21:17:54 +00:00
|
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|
|
|
int oldx = xdim;
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int oldy = ydim;
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auto oldwindowxy1 = windowxy1;
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auto oldwindowxy2 = windowxy2;
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xdim = width;
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|
ydim = height;
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|
videoSetViewableArea(0, 0, width - 1, height - 1);
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|
renderSetAspect(65536, 65536);
|
2020-08-31 20:49:50 +00:00
|
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|
screen->SetSceneRenderTarget(false);
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|
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|
RenderState.SetPassType(NORMAL_PASS);
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|
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|
RenderState.EnableDrawBuffers(1, true);
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|
|
|
|
2020-09-11 23:11:32 +00:00
|
|
|
screen->SetViewportRects(&bounds);
|
2020-09-19 19:31:35 +00:00
|
|
|
twodpsp.Clear();
|
2021-11-14 14:03:50 +00:00
|
|
|
/*bool didit =*/ gi->GenerateSavePic();
|
2020-04-26 21:17:54 +00:00
|
|
|
|
2020-09-11 23:11:32 +00:00
|
|
|
float Brightness = 8.f / (r_scenebrightness + 8.f);
|
|
|
|
screen->PostProcessScene(false, 0, Brightness, []() {
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|
|
|
Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
|
|
|
|
});
|
|
|
|
|
2020-04-26 21:17:54 +00:00
|
|
|
xdim = oldx;
|
|
|
|
ydim = oldy;
|
2021-12-22 09:28:51 +00:00
|
|
|
videoSetViewableArea(oldwindowxy1.X, oldwindowxy1.Y, oldwindowxy2.X, oldwindowxy2.Y);
|
2020-04-26 21:17:54 +00:00
|
|
|
|
|
|
|
// The 2D drawers can contain some garbage from the dirty render setup. Get rid of that first.
|
2020-05-30 22:01:00 +00:00
|
|
|
twod->Clear();
|
2020-04-26 21:17:54 +00:00
|
|
|
twodpsp.Clear();
|
|
|
|
|
2020-06-11 16:40:53 +00:00
|
|
|
int numpixels = width * height;
|
|
|
|
uint8_t* scr = (uint8_t*)M_Malloc(numpixels * 3);
|
|
|
|
screen->CopyScreenToBuffer(width, height, scr);
|
2020-04-26 21:17:54 +00:00
|
|
|
|
2021-04-21 20:07:49 +00:00
|
|
|
PM_DoWriteSavePic(file, SS_RGB, scr, width, height, screen->FlipSavePic());
|
2020-06-11 16:40:53 +00:00
|
|
|
M_Free(scr);
|
2020-04-26 21:17:54 +00:00
|
|
|
|
|
|
|
// Switch back the screen render buffers
|
|
|
|
screen->SetViewportRects(nullptr);
|
2020-06-11 16:40:53 +00:00
|
|
|
screen->SetSaveBuffers(false);
|
2020-04-26 21:17:54 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-06-04 16:46:44 +00:00
|
|
|
static HWViewpointUniforms vp;
|
|
|
|
|
|
|
|
void renderSetProjectionMatrix(const float* p)
|
|
|
|
{
|
|
|
|
if (p)
|
|
|
|
{
|
|
|
|
vp.mProjectionMatrix.loadMatrix(p);
|
|
|
|
GLInterface.mProjectionM5 = p[5];
|
|
|
|
}
|
|
|
|
else vp.mProjectionMatrix.loadIdentity();
|
|
|
|
}
|
|
|
|
|
|
|
|
void renderSetViewMatrix(const float* p)
|
|
|
|
{
|
|
|
|
if (p) vp.mViewMatrix.loadMatrix(p);
|
|
|
|
else vp.mViewMatrix.loadIdentity();
|
|
|
|
}
|
2020-05-30 22:01:00 +00:00
|
|
|
|
2020-06-05 17:06:31 +00:00
|
|
|
void renderSetVisibility(float vis)
|
|
|
|
{
|
|
|
|
vp.mGlobVis = vis;
|
|
|
|
}
|
|
|
|
|
2021-03-15 22:46:03 +00:00
|
|
|
void renderSetViewpoint(float x, float y, float z)
|
|
|
|
{
|
2021-03-17 23:28:38 +00:00
|
|
|
vp.mCameraPos = {x, z, y, 0};
|
2021-03-15 22:46:03 +00:00
|
|
|
}
|
|
|
|
|
2020-05-30 22:01:00 +00:00
|
|
|
void renderBeginScene()
|
|
|
|
{
|
2020-06-04 16:46:44 +00:00
|
|
|
assert(BufferLock == 0);
|
|
|
|
|
2020-06-11 16:40:53 +00:00
|
|
|
vp.mPalLightLevels = numshades | (static_cast<int>(gl_fogmode) << 8) | ((int)5 << 16);
|
2020-06-11 22:25:52 +00:00
|
|
|
screen->mViewpoints->SetViewpoint(*screen->RenderState(), &vp);
|
2020-06-04 16:46:44 +00:00
|
|
|
|
2020-05-30 22:01:00 +00:00
|
|
|
if (BufferLock++ == 0)
|
|
|
|
{
|
|
|
|
screen->mVertexData->Map();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void renderFinishScene()
|
|
|
|
{
|
2020-06-04 16:46:44 +00:00
|
|
|
assert(BufferLock == 1);
|
2020-05-30 22:01:00 +00:00
|
|
|
if (--BufferLock == 0)
|
|
|
|
{
|
|
|
|
screen->mVertexData->Unmap();
|
|
|
|
GLInterface.DoDraw();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2020-06-07 20:06:47 +00:00
|
|
|
int32_t r_scenebrightness = 0;
|
|
|
|
|
2020-06-11 16:40:53 +00:00
|
|
|
|
|
|
|
|
2022-04-25 15:26:17 +00:00
|
|
|
void videoShowFrame()
|
2020-04-28 20:55:37 +00:00
|
|
|
{
|
2022-01-11 23:02:59 +00:00
|
|
|
int oldssao = gl_ssao;
|
2020-04-28 20:55:37 +00:00
|
|
|
|
2022-01-11 23:02:59 +00:00
|
|
|
// These two features do not really work with Polymost because the rendered scene does not provide it
|
|
|
|
gl_ssao = 0;
|
2020-06-07 20:06:47 +00:00
|
|
|
float Brightness = 8.f / (r_scenebrightness + 8.f);
|
|
|
|
|
|
|
|
screen->PostProcessScene(false, 0, Brightness, []() {
|
2020-06-11 16:40:53 +00:00
|
|
|
Draw2D(&twodpsp, *screen->RenderState()); // draws the weapon sprites
|
2020-04-28 20:55:37 +00:00
|
|
|
});
|
2020-06-14 19:13:22 +00:00
|
|
|
screen->mVertexData->Reset();
|
2021-04-25 15:13:13 +00:00
|
|
|
screen->mViewpoints->Clear();
|
|
|
|
|
2022-01-11 23:02:59 +00:00
|
|
|
gl_ssao = oldssao;
|
2020-04-28 20:55:37 +00:00
|
|
|
}
|